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I found another bug here:
I deposited all my Pokemon except Espeon into the PC, and went into the ice cave and saw a Snorunt. I caught it, and it never appeared. Anywhere. It wasn't in my party, nor in the PC.

2. The script applies to the wrong map number. Look in the script section PokemonEncounterModifiers and you can fix it yourself.

3. Previously mentioned in this thread, as is the solution.

4. That's very odd behaviour. For some reason, it's because the rival event's Self Switch A is on. I have no idea why that would affect its movement.

5. Movimentation problems, you say? Yes, there's non-existent tiles scattered around the map which behave as impassable tiles. That'll teach me to draw over maps from the old Essentials rather than making new ones from scratch. Also, a couple of minor passability changes in the tileset are needed.

6. Nope. I had it in my head that such a scenario worked the opposite way to how it actually works, and never actually checked.

7. I can't. Where are you diving from, and by what method?

8. The bottom right NPC downstairs (the one with all the messages) accidentally has a condition set, which checks whether Global Variable 1 is 0 or greater.

9. Again, errors made during mapping. The teleport events are easy to fix, and as for the judging error, find the following in the NPC events and fix the red numbers:

7. Oh, there. I thought you were talking about diving down from the surface. Yes, that's a tileset problem - the rocks which surround the area you're allowed to surf in need to have terrain tag 13 rather than 0.

7. Oh, there. I thought you were talking about diving down from the surface. Yes, that's a tileset problem - the rocks which surround the area you're allowed to surf in need to have terrain tag 13 rather than 0.

I tried as hard as I could to use the search function for anything about the move payday in here, but i didn't see anything.

The problem I'm having is with the move Payday, specifically on Meowth if it makes a difference. I have not changed anything with the scripts other the correctons from this very thread. My meowth just learned payday, and it works in battle well enough, but at the end of the battle I get the message: "playername picked up $!"
and the game simply crashes. It happens every time I have tried so far.

I'm a little confused. If this happens every time to everyone someone must have reported it by now right? and if it doesn't happen to everyone what could be happening? I haven't changed anything outside of some script corections from this thread. Nothing on my own.

I tried as hard as I could to use the search function for anything about the move payday in here, but i didn't see anything.

The problem I'm having is with the move Payday, specifically on Meowth if it makes a difference. I have not changed anything with the scripts other the correctons from this very thread. My meowth just learned payday, and it works in battle well enough, but at the end of the battle I get the message: "playername picked up $!"
and the game simply crashes. It happens every time I have tried so far.

I'm a little confused. If this happens every time to everyone someone must have reported it by now right? and if it doesn't happen to everyone what could be happening? I haven't changed anything outside of some script corections from this thread. Nothing on my own.

Pay Day used to give an incorrect amount of money (but still worked), but that was fixed in v10. For the time being it's still mentioned on this wiki page.

I've just tried Pay Day myself, and it works fine. I can only think that your modifications (which means this question doesn't belong in this thread!) were wrong. Here's what the code should look like (PokeBattle_Battle, line 835):

Code:

if @internalbattle && @moneygained>0
pbDisplayPaused(_INTL("{1} picked up ${2}!",self.pbPlayer.name,@moneygained))
self.pbPlayer.money+=@moneygained
end

whenever i try to start it, it comes up with "cakerefresher" and once that goes away i get an error saying

---------------------------
Oops!
---------------------------
The game crashed.
The crash report folder named "Crash_2012-11-03_100046" next to game executable.
It would be great if you'd send it to the developer of the game!
---------------------------
OK
---------------------------

whenever i try to start it, it comes up with "cakerefresher" and once that goes away i get an error saying

---------------------------
Oops!
---------------------------
The game crashed.
The crash report folder named "Crash_2012-11-03_100046" next to game executable.
It would be great if you'd send it to the developer of the game!
---------------------------
OK
---------------------------

Pay Day used to give an incorrect amount of money (but still worked), but that was fixed in v10. For the time being it's still mentioned on this wiki page.

I've just tried Pay Day myself, and it works fine. I can only think that your modifications (which means this question doesn't belong in this thread!) were wrong. Here's what the code should look like (PokeBattle_Battle, line 835):

Code:

if @internalbattle && @moneygained>0
pbDisplayPaused(_INTL("{1} picked up ${2}!",self.pbPlayer.name,@moneygained))
self.pbPlayer.money+=@moneygained
end

Thanks for the response maruno, but I'm still having a problem. when I open PokeBattle_Battle and go to line 835 like you said, I don't see anything even related to payday. It's part of some code to deal with draws and losses. My line 835 and below looks like this:

if @opponent
if @opponent.is_a?(Array)
pbDisplayPaused(_INTL("Player lost against {1} and {2}!",@opponent[0].fullname,@opponent[1].fullname))
else
pbDisplayPaused(_INTL("Player lost against\r\n{1}!",@opponent.fullname))
end
if moneylost>0
pbDisplayPaused(_INTL("{1} paid ${2}\r\nas the prize money...",self.pbPlayer.name,moneylost))
pbDisplayPaused(_INTL("..."))
end
else
if moneylost>0
pbDisplayPaused(_INTL("{1} panicked and lost\r\n${2}...",self.pbPlayer.name,moneylost))
pbDisplayPaused(_INTL("..."))
end
end

whenever I try to go into a double battle the game (with two seperate trainers, imu gomen.) bugs up with an error containing one of the trainer's victory messages and something called "itemRecycle" or something. I don't remember this happening in the older versions..

whenever I try to go into a double battle the game (with two seperate trainers, imu gomen.) bugs up with an error containing one of the trainer's victory messages and something called "itemRecycle" or something. I don't remember this happening in the older versions..

I don't remember this happening with version 10, which is what this thread is for. If you've found something wrong by doing anything other than downloading the latest version and playing it, it doesn't belong in this thread.

You are of course sensible enough to start a new game, rather than trying to use an old save file in a new version. Everyone is that sensible. Well, they should be.

1-The camper Jeff phrase "Shall we exchange numbers, so we can have a rematch?" has a symbol error.

2-I don't know if you consider this a bug, but the picknicker Susie had some spacement in her phrases.

3-If I have only one phone register and it's Oak, the Pokégear says: "\PN's house" on location. Anyway, the right isn't Oak lab?

4-You forget to, in PokemonMap, change the line '@startTime=Time.now' to '@startTime=pbGetTimeNow'.

Quote originally posted by DarkGrey:

Battle Tower seems much improved at first glance(as it now returns your pokemon it borrowed yay), but "Rest" still glitches. You are allowed to rest, then it saves your game. But upon restarting the save and returning, the game crashes. Restarting again after that takes you back to the game where the NPC tells you you didn't save and you can't continue where you left off (the point of the "Rest" option).

In NPCs receptionists events on lobby, on second page, after the command "Wait: 8 frame(s)", add the command "Change Transparent Flag: Normal". In Battle Room Event, in the first "Else" of the event, delete the commands "Set move Route (Opponent)" and "Set move Route (Player)" and place a "Set move Route (Player)" only with a "Turn Up". Maruno, please do this fix on the next Essentials.

Kaikai, that was a bug in version 8 which was fixed in version 9. It has not been mentioned since. I've tried it myself in version 10 and there's no problem. I can only think you're not doing it right.

Quote originally posted by FL .:

1-The camper Jeff phrase "Shall we exchange numbers, so we can have a rematch?" has a symbol error.

2-I don't know if you consider this a bug, but the picknicker Susie had some spacement in her phrases.

3-If I have only one phone register and it's Oak, the Pokégear says: "\PN's house" on location. Anyway, the right isn't Oak lab?

4-You forget to, in PokemonMap, change the line '@startTime=Time.now' to '@startTime=pbGetTimeNow'.

In NPCs receptionists events on lobby, on second page, after the command "Wait: 8 frame(s)", add the command "Change Transparent Flag: Normal". In Battle Room Event, in the first "Else" of the event, delete the commands "Set move Route (Opponent)" and "Set move Route (Player)" and place a "Set move Route (Player)" only with a "Turn Up". Maruno, please do this fix on the next Essentials.

2. I have a habit of putting double spaces between sentences. I've done it pretty much consistently, I think.

3. Yes, the registering script for Oak uses the wrong map ID number (3 instead of 4). It does use the player's name rather than show "\PN", though.

4. That time is only used to show when you started playing in the Trainer Card. I left it on purpose because I thought this should be the real world time rather than whatever fancy alternate time system the game uses. On a similar note, the amount of time played is also real world hours/minutes.

2. I have a habit of putting double spaces between sentences. I've done it pretty much consistently, I think.

3. Yes, the registering script for Oak uses the wrong map ID number (3 instead of 4). It does use the player's name rather than show "\PN", though.

4. That time is only used to show when you started playing in the Trainer Card. I left it on purpose because I thought this should be the real world time rather than whatever fancy alternate time system the game uses. On a similar note, the amount of time played is also real world hours/minutes.

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